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Grade 9 Hpe Note

The document provides a comprehensive lesson note on volleyball and track and field for Grade 9 students at Ethio-Parents' School. It covers the historical background, nature, purpose, rules, skills, and techniques of volleyball, as well as the basics of sprinting in track and field, including starting positions and efficient running form. Key points include the structure of teams, scoring methods, and common faults in both sports.

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0% found this document useful (0 votes)
6 views

Grade 9 Hpe Note

The document provides a comprehensive lesson note on volleyball and track and field for Grade 9 students at Ethio-Parents' School. It covers the historical background, nature, purpose, rules, skills, and techniques of volleyball, as well as the basics of sprinting in track and field, including starting positions and efficient running form. Key points include the structure of teams, scoring methods, and common faults in both sports.

Uploaded by

danielkebede1330
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
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HOHETE TIBEB S.

C
ETHIO-PARENTS’ SCHOOL
Grade 9 HPE Lesson Note
Team Game (Volleyball Game)
 Team game mainly refers to a sport activity
that can involve more than one player in a
team to compete against each other.
 There are many kinds of team games
Example: football, basketball, handball,
volleyball etc.
Team Game (Volleyball Game)
1. Historical background of volleyball
 Volleyball originally was called
“mintonette”. The game of volleball was
invented in 1895 by William G.Morgan who
was the physical education director of
YMCA.
 The federation holds world championships
every four year.
 Volleyball was introduced in our country in
1943 by foreign teachers.
Team Game (Volleyball Game)
2. Nature and Purpose of Volleyball
 Volleyball is a popular team sport which is
played by hitting an inflated ball with hands,
forearms, head or any part of the body.
 The ball should be passed over the net with
out catching, holding, or carrying.
 Each team consists of twelve players with the
field players of six at a time.
Team Game (Volleyball Game)
 Point are scored by successfully landing
the ball in court of the opponent without it
being returned back successfully.
3. Basic Rules of Volleyball Game
1. The Ball
The ball shall be spherical made of a leather
case with the bladder made of rubber or
similar material. The ball shall be uniform in
color.
Team Game (Volleyball Game)
Circumference 65cm-67cm
Weight 260-280gm
2. Playing area
Volleyball does not require much space and it
can be played every where. According to the
rule the standard playing field is rectangular in
shape measuring 18x9 meters surrounded by
symmetrical rectangular free zone which is a
minimum of 3 to 8 meters wide.
Team Game (Volleyball Game)
Position of players:
1. Right back
2. Right front
3. Center front
4. Left front
5. Left back
6. Center back
Team Game (Volleyball Game)
1. Center line: The center line divides the
playing court in to two equal courts
measuring 9m by 9m.
2. Front zone: On each court, the front zone
is limited by the axis of the center line
and the attack line drawn 3m back from
the axis.
3. Back zone: Is limited by the axis of the
front zone lined and drawn 6m back to
the end line on each court.
Team Game (Volleyball Game)
4. Service zone: The service zone is 9m wide
behind the end line.
5. Height of the net: The height of the net
differs according to sex and age of the
participants.
3. Team
A team may consist a maximum of 12
players in an official game, two opponent
groups must provide 6 players each at a
time of each set of play.
Team Game (Volleyball Game)
A. Players equipment: consists of a T-shirt,
shorts and sport shoe.
B. Basic responsibilities: the players must
accept decisions made by the referee; the
must know the rules of the game and
should respect them.
 During play, complaints and protests are
allowed only by the team captains of the
two teams, when the ball is out of play.
Team Game (Volleyball Game)
C. Point set and match winner: A match is
won by the team that gain three sets; if the
game is best of five and two sets if the game
is best of three.
 A set is won by the team that first scores
25 points. But in the case of 24-24
tie(equal), the play is continued until one
of the team reaches a two point difference.
(26-24, 27-25 etc)
Team Game (Volleyball Game)
 In case of two won the last or fifth set is
won by the team that first scores 15 points
and in case of 14-14(equal) points, the
play is continued until one of he team
reached a two points difference.(16-14,
17-15 etc)

 All International matches are to be played


to the best of five sets. But it is possible to
play best of three in some miner
competitions of schools.
Team Game (Volleyball Game)
D. Rotation order: After the opposing team
has lost the serve, the team taking the ball
for the serve rotates one position(clockwise)
direction before serving.
 The player in the right back takes the
service.
E. Substitution: six substitution per team per
set are the maximum number permitted.
One or more players may be replaced at the
same time.
Team Game (Volleyball Game)
F. Ball out of play: the play ends by the
referee’s whistle. However, if the whistle is
due to a fault made in play, the ball is out of
play from the moment the fault was made.

G. Ball “out”: The ball is “out” when the part


of the ball which contacts the floor is
completely out side the boundary lines of
the court.
Team Game (Volleyball Game)
H. Officials: There are five officials in
volleyball, a referee, umpire, scorer, and two
lines men. The referee stand or sits on a
special stand so that he/she has a good view
of the court and the top of the net.

 The umpire is on the opposite side of the


court and moves along the side line on
his/her side of the court.
Team Game (Volleyball Game)
4. How to play volleyball game?
 The game starts with a serve with the right
back of the serving team.
 The serve starts the game by standing
anywhere behind the end line.
 A team may hit the ball no more than
three times before sending it back over
the net.
 If the ball is touched on a blocking
attempts that touch does not count as one
of the teams three hits.
Team Game (Volleyball Game)
The serving team also scores a point if a
member of the receiving team hits the ball
out of bounds or commits a foul.
4. Skills and Techniques

Fundamental skills and Techniques of V.B


are:
1. Passing
2. Serving
Team Game (Volleyball Game)
1. Passing: Passing in volleyball is one of the
main techniques through which the game
is carried out.
Depending on the body position and
movement of the hands, passing can be
divided into:
A. Volleying(overhead pass)
B. Digging(forearm pass)
Team Game (Volleyball Game)
A. Volleying (overhead pass)
For correct passing:
 Stand in a bent knee, forward stride position
or legs are parallel shoulder width a part.
 Make a triangle with your hand over your
forehead.
 Spread out your fingers, without bending
your fingers. If you bend them they may be
hurt.
 Use your fingers-palm contact is not
necessary.
Team Game (Volleyball Game)
 Arms are bent at shoulder level 90 degree
and the hands are comfortably over the
forehead.
 One contact, the arms are extended
forward and upward.
 The legs are bent forward playing the ball
and then extended to give the ball extra
height and power.
 Look at the ball, and use your fingers and
the thump.
 The ball should be touched with tips of
fingers.
Team Game (Volleyball Game)
B. Dig-pass(Forearm pass)
A dig is used when the ball comes below the
waist or when it is fast and hard. It is mostly
used to receive a serve and spike, to pass
free balls and to control the ball in a moving
situation, e can not be used, specially when
the overhead pass technique.
Team Game (Volleyball Game)
Points should be considered to make correct
dig pass:
 Hands are connected by placing the back
of one handed in to the palm of the other
and folding the thump down evenly.
 The fingers are pointed toward the floor,
wrists down.
 Arms are extended in front of the body
with the elbow locked and rotated towards
each other which exposes the fleshy part.
Team Game (Volleyball Game)
 Arms must be straight or locked at the
elbows. There should be no arms movement
at the shoulders. The ball should be hit with
the forearm between the hands and the
elbow.
 One leg should be in front of the other. Bend
them before playing the ball. As the ball is
played, extended both legs smoothly upward
and forward to give more control to the pass.
 The ball is played on the fleshy part of the
forearm between the wrist and elbow.
 Eyes should remain on the ball through the
pass.
Team Game (Volleyball Game)
Common faults in dig pass:
 Swinging the arms upward during the dig.
 Dig the ball using the wrist instead of the
forearm.
 Bending the arms would result in the ball
either hitting the face or going backwards
instead of forwards.
 No leg movement so that the ball is not
“guided” in the right direction.
Team Game (Volleyball Game)
2. Serving: The game of volleyball is started
by the serve.
Types of service:
A. Underarm serve
B. Overarm serve
A. Underarm serve: is easy to learn and is
the safest way of passing the ball in to the
opponents court.
Team Game (Volleyball Game)
Procedures of underarm serve:
• The left foot is forward. The body faces the
direction you want the ball to go.
• The ball is held in the left hand in front of
the body and to the right hip. This puts the
ball in front of the right shoulder.
• The striking arm swings back and then
swings forward almost brushing, the thigh
towards the ball.
Team Game (Volleyball Game)
• Just before the ball is contacted, it is
thrown a few centimeters in the air by the
left hand.
• As the hitting arm swings, the back foot
transfers to the front foot.
• The ball can be contacted with the heel of
the hand, wrist or inside of the clenched
fist.
• Follow through the direction you wish the
ball to go.
Team Game (Volleyball Game)
Common faults in underarm serve:
1. No transfer of weight from the back foot
to the front.
2. No proper tossing ball.
3. Throwing the ball up too high; this
increases the chance of error.
Team Game (Volleyball Game)
B. Overarm serve
The correct position for overarm serve:
• Stand with the feet slightly apart knees
relaxed standing behind the end line.
• Face the net rather than the side of the
court and pointed towards the net.
• Balance on both feet and your left foot is
firmly set and pointed toward the net.
• Lean forward with the ball resting in the
palm of your left hand, positioned in front
of the right hip.
Team Game (Volleyball Game)
• Flex the fingers of the right hand slightly
as the arm swings backwards.
• Step forward with the left foot and rotate
the trunk forward as the right arm comes
forward and upward to contact the
underside of the ball with the heel of the
right hand.
• Follow through in line with the hit.
Team Game (Volleyball Game)
Common faults in overarm serve:
1. A tendency to through the ball too high
making, it more difficult to hit.
2. Throwing the ball too forward or
backward.
3. Throw the ball to one side.
4. A tendency to twist the body, sending the
ball to the side.
5. Using a straight arm action rather than
the bent arm action.
Track and Field
1. Historical background of Athletics
Athletics is one of the natural physical
activity of human being that contain natural
actions like walking, running, jumping and
throwing.
 Track and field events originated almost
along with the first human kind on earth.
Track and Field
2. Running(Sprint)
A. Nature and purpose
In track and field athletics, sprint race cover
a range of distances from 60m up to 400m.
 Common events are; 60m, 100m, 200m,
300m, 400mThe purpose of sprinting is to
perform the given distance in a short time.

 Under the IAAF rules races start from a


crouch position in blocks.
Track and Field
The three main types of crouch positions:
 The bunch
 The medium and
 The elongated positions
Track and Field
B. Basic rules
1. If you commit a false start for two times
you will be disqualified. A false start is the
result of the athlete moving or leaving his
mark before the gun is fired.
2. A starter may not touch on or over the
line before the firing of the gun.
3. The athlete is timed and places are
determined when the torso crosses the finish
line.
Track and Field
 Good sprinting requires fast reaction, good
acceleration with a maximum speed
throughout the running distance and an
efficient style of running activities.
Sprint is considered as a complex physical
activity, which will be divided in to:
1. Crouch position, and start
2. Efficient running form
3. The finish
Track and Field
C. Skills and Techniques
a. Start: is a reflex action that is set off by
the sound of a whistle or a pistol.
The three parts involved in starting
techniques:
i. Going to the mark “on your mark”
ii. The get set position “set”
iii. The start “go”
Track and Field
i. “On your marks”
• First decide push off foot.
• Place the right foot behind the line.
• Place the left foot behind the right.
• Remove the right foot and place the right
knee adjacent to the left ankle.
• The toe of the right foot should be turned
under.
• Hands should be placed shoulder width
apart.
Track and Field
• Arms should be straight but not locked at
the elbow.
• The fingers must be behind the line.
• The fingers should form a bridge, with the
thumbs pointing towards one another.
• When viewed from the side, the shoulder
should be above the start line.
• The head and neck should be in line with
the spine.
Track and Field
ii. “Get set”
 Raise the hips by extending the front knee
at an angle of 90 degree and the back
knee at an angle of 120 degree.
 Keep body weight on hands and the front
foot.
 The hip will be higher than the shoulders.
Track and Field
 Keep shoulders slightly in front of the
starting line.
 Keep the head in a natural alignment.
 Keep arms straight.
 Look at the track at about 5-10 meters in
front.
 Remain motionless.
Track and Field
iii. “Go”
• Start by reacting immediately to the
sound.
• Pick up the hands and drive the leading
arm forward and the other arm backward.
• Push forward with the back leg and
immediately followed by the front leg.
• Rise shoulders gradually.
• Maintain horizontal drive from 8-12
strides.
Track and Field
b. Efficient running form: In order to run fast
the following points are important:
 Keep your body in a slightly forward lean.
 Avoid a backward lean.
 Keep feet pointing straight a head.
 1st land on the outside ball of the foot, roll to
the heel, roll to the ball of the foot and push
off with the big toe.
 Keep the arms movement forward and
backward.
 Keep the head in a normal alignment.
 Run in a straight line.
Track and Field
c. The Finish
• In the last part of the running distance,
take fast step rather than long strides.
• Run through the finish line.
• Do not break the running rhythm.
• Do not attempt to jump or lunge.
• Concentrate on a point past the finish line.
Track and Field
Common faults in sprints: In the start:
1. Spreading of the arms too far apart “on
your mark” position.
2. Lifting up the hips too high in the “set”
position.
3. Improper forward lean of the trunk/ too
far forward or too near forward.
4. Insufficient pressure by the legs while in
the “set” position, especially by the back
let.
Track and Field
Common faults in sprints: In the running
strides:
1. There is no forward lean.
2. The arms are not swinging in the
direction of the run.
3. Running with the head lifted backward.
4. Not running in the straight line down the
track.
Track and Field
Common faults in sprints: In the Finish:
1. An attempt to jump or lunge.
2. Anticipation of stopping or slowing down
of speed.
3. Taking long strides rather than fast steps.
Track and Field
3. Jumping (Long jump)
A. Nature and Purpose
The event is exercised by both sexes. The
objective of long jump is to jump as far as
possible from a 20cm wide wooden board.
Or to perform a horizontal distance using
only one foot.
Track and Field
B. Basic Rules
1. Touching the ground at any point pass the
front edge of the take off board as you jump
is considered a foul and not measured.
2. The jump shall be measured at right angles
to the board and at the point of landing
closest to the take off.
3. If you leave the pit to side and move
backward to a point that is closer to the take
off board than the mark made in the pit, it is
considered as a foul.
Track and Field
C. Skills and Techniques in long jump
 Long jump requires a sprint to achieve
optimum speed, gather of force, maximum
jump height and a fully extended landing
that avoids sitting down in the pit.
There are four phases in long jump:
1. The approach run
2. The take off
3. The flight
4. The landing
Track and Field
a. The approach run:
 The objective of the approach run is to
gather the maximum force to jump for
distance.
 You should develop good running rhythm
before concentration on take off.
 You should take a minimum of 15 strides
before taking off.
 You can begin approach run by forward
lean.
Track and Field
b. The take off:
• The take off begins by stepping on the
take off board.
• The heel of the take off foot 1st lands
allowing a rolling action on to the ball and
the toe pushes at least to give vertical lift.
• To assist the vertical lift you should sink
from hips then rise by swinging your arms
and non take off foot.
Track and Field
c. The flight:
 It is the action in the air.
 You should keep a balanced movement in
the air.
 There are two styles of movements in the
air; the hand style and the hitch style.
 After repeated trial you can choose the
style that best suits you.
Track and Field
d. The landing:
• The most effectively landing position is
with feet as far as possible in front of the
hips.
• Get the legs stretched up and forward.
• Keep feet parallel to the hip.
• Head pointing towards the landing spot.
• Thrust head, chest and arms forward as
heel contact the ground.
• Flex knees and allow the hips to move
forward to sitting position.
Track and Field
Common faults in long jump:
1. During the run-up not running a straight
line.
2. Stutter or stammer steps and taking off
using the wrong foot.
3. Looking down at he take off area at the
movement of take off.
Track and Field
4. Throwing (Javelin)
The force for throwing the javelin is not
usually obtained an arm action only. It is
necessary to combine a strong arm and
body action together.
A. Basic Rules:
1. The javelin shall be held at the grip. It
shall be thrown over the shoulder or upper
part of the throwing arm.
Track and Field
2. A throw shall be valid only if the tip of the
metal head strikes the ground before any
part of the javelin.
3. It shall be a foul throw if the competitor,
after he/she ha started his/her throw,
touches with any part of his/her body or
limbs the lines demarking or the ground
outside, improperly releases the javelin in
making attempt
Track and Field
The complete action of javelin throw
comprises:
 The grip
 Start and carry
 Approach run
 Withdrawal
 Transition
 Pre-delivery stride
 Delivery
 Recovery
Track and Field
A. The grip
There are three kinds of carrying the javelin:
i. Index finger grip
ii. Second finger grip
iii. The “V” grip
Track and Field
B. Start and carry
 Stand with right foot forward.
 Carry the javelin above the shoulder or
head.
 Right elbow points forward.
 Palm of the right hand points to the sky so
as to provide a plate form for the javelin to
sit in.
 Javelin points in the direction of the run-up
points slightly down.
Track and Field
C. Approach run
• Run on the balls of the feet with hips high.
• Free arm to swing more across the body.
• Carrying arm to flex to maintain carry
position of the javelin.
• Speed to match athlete’s physical and
technical abilities.
Track and Field
D. Withdrawal
 At the check mark accelerate a head of
javelin rather than physically pushing the
shoulders and javelin back.
 Head remains facing in the direction of
throw.
 Maintain hips at right angles to the
direction of running.
 Drive the right leg forward and upwards to
help maintain the correct position of the
hips.
Track and Field
E. Transition
 Right foot remains close to the ground to
maintain forward momentum.
 Right heel makes contact with the ground.
 As the right foot is advanced forward the left
foot is advanced a head of the vertical axis,
after the right foot is landed-the trunk is
inclined backward at an angle of about 115
degree to horizontal direction.
 The cross over phase ends when the right foot
makes contact with the ground and the left
leg is forward in the air.
Track and Field
F. Pre-delivery stride
 The left leg reaches forward.
 Shoulders and hips incline with the
direction of throw.
 The athletes waist for the ground to come
up and meet the left foot.
 Trunk is upright.
 Head facing to the direction of throw.
 Shoulders and javelin parallel.
 Throwing hand above the level of the
shoulder.
Track and Field
G. Delivery
• Following contact of the left foot with the
ground; the left side must brace against a
thrusting leg action.
• Right leg drives upwards on forwards bringing
the hip at 90 degree to the direction of throw.
• Hip thrust is followed with the shoulders and
chest tuning square to the front and lining up
with the hips and bringing the elbow of the
throwing arm forward.
Track and Field
• The throwing shoulder is brought over the left
leg.
• The left leg should lift as the athlete rides
over it and the throwing arm comes in to play.
• Arm strikes fast with the elbow high and close
to the mid line.
• The release angle has to take in to
consideration aerodynamics lift and drag the
optimum angle for the javelin is about 33
degrees.
Track and Field
H. Recovery
 The left foot remains grounded and the
right leg is brought past it to halt the
athlete the amount of space needed to
stop before the scratch line depends on
the amount of horizontal momentum.
 This is typically 1.5 to 2 meters.
Track and Field
Common faults in javelin throw ( in the grip
and carry):
 Loose grasping of the javelin.
Common faults in javelin throw (in the
approach run):
 Unequal amount of speed distribution
during the various sections of the run.
Track and Field
Common faults in javelin throw (in the
delivery release and recovery):
 An incomplete arm drawbacks.
 Delivery with a side arm swing rather than
an over shoulder whip.
 Releasing at an angle that is too high or
too low.
Track and Field
 Releasing before the whole body force is
fully applied to the javelin.
 Failure to make use of the right hip and
failure in strengthening the right leg.
 Failure to make proper fight of the javelin.

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